Joseph Chiocchi

Results 17 comments of Joseph Chiocchi

I've tried using the workaround mentioned here https://github.com/prkumar/uplink/issues/183#issuecomment-562621257 but there is still an issue with it. Also I wasn't sure where `value` is coming from in the suggested workaround, but...

Hopefully not to add to the confusion - I've been running scenarios against integrating with [`pdm`](https://github.com/pdm-project/pdm). While investigating my own feature request, pdm-project/pdm#2641 I discovered `pdm` is handling `requirements.txt`-style exports...

As of the latest 5.4.0 release this still seems to be an issue. I'm hoping this context may be useful for anyone looking into this. What appears to be happening...

@nbriz mentions this in his [short tutorial with Creator's Project](http://thecreatorsproject.vice.com/blog/nick-briz-webgl) Basically you just need to prepend your link with `../texturez/proxy.php?url=`: ``` map = THREE.ImageUtils.loadTexture('../texturez/proxy.php?url=http://distilleryimage6.ak.instagram.com/77a4df402ebf11e38c1322000a1fb036_7') ``` if you build your objects...

Basically you just need to prepend your link with `../texturez/proxy.php?url=`: ``` map = THREE.ImageUtils.loadTexture('../texturez/proxy.php?url=http://distilleryimage6.ak.instagram.com/77a4df402ebf11e38c1322000a1fb036_7') ``` **since `proxy.php` is a script running on the server hosting the page… it doesnt run...

On a side-note; [imgur](http://imgur.com) also works, similar to [corsproxy](http://corsproxy.com)

you would just need to _instantiate_ two different `mesh` objects: ie: ``` js geometry = new THREE.CubeGeometry(200, 200, 200); material = new THREE.MeshNormalMaterial({shading: THREE.FlatShading}); mesh = new THREE.Mesh(geometry, material); mesh_two...

Yes. Use methods as you would normally. Going off the example above… ``` js mesh.position.x = Math.random() * 1500 - 750; mesh.position.y = Math.random() * 1500 - 750; mesh.position.z =...

Do you have an example sketch that you could reference? Usually you have to add lights, models, and environment to your scene and then render the scene.